GURPS/Natural Magic

Contents

Every magical spell is an IQ/VH skill. Magical effects are achieved by rolling against the magic skill with an appropriate penalty, or a bonus, according to the effect being attempted. Thus, for instance, the "necromancy" magic has several spell effects, one of which is "sense spirits", achieved by rolling against "necromancy" -2.

With a skill level in a spell group, a mage can attempt any of its underlying effects, as long as he can cope with the proper penalties.

If a mage has no skill level in a specific spell, he cannot attempt any of its effects. There are no default level for spells.

Magery still exists, but a mage only to has purchase the first level of "Magery 0", for 5 character points. Magical spells get no bonus from an increased level of magery.

To perform magic through these rules, a mage has to go way over the usual skill levels for the skills that are normally purchased. Knowing magic at level 18, 19, 20 is not enough. A master of magic has skill levels that are over level 40, 50.

Each magical effect has a specific time to be cast, outlined in its description. A mage can attempt to cast a spell in less time than what was defined, but he will have to deal with additional penalties for that. The mage will have to apply to his skill roll a penalty equaling the difference between the original and the declared time to cast, as described by the table below:

Value:

Time:

0

Instant (1 sec)

1

2 seconds (2 turns)

2

5 seconds (5 turns)

3

1 minute

4

5 minutes

5

30 minutes

6

1 hour

7

3 hours

8

9 hours (1 day)

9

2 days (at 9 hours per day)

10

3 days (at 9 hours per day)

11

5 days (at 9 hours per day)

12

7 days (1 week, a 9 hours per day)

13

1 month (at 9 hours per day)

14

3 months (at 9 hours per day)

15

1 year (at 9 hours per day)

16

3 years (at 9 hours per day)

17

10 years (at 9 hours per day)

So, for instance, if an effect is described as having a time to cast of 1 hour, a mage can try to cast it in 1 minute with a penalty of 3 (6-3).

A mage can also take longer to cast a spell and gain a bonus in his spell roll, following the same guidelines. The maximum bonus he can obtain in this manner is +3. There is no limit to the maximum penalty.

This is determined by his skill level in "Meditation" (IQ / H). The higher the skill, the greater the ability to concentrate:

Skill Level:

Concentration Time:

10

1 second

11

2 seconds

12

5 seconds

13

10 seconds

14

30 seconds

15

1 minute

16

3 minutes

17

10 minutes

18

30 minutes

19

45 minutes

20

1 hour

21

1:20 hours

22

1:40 hours

23

2 hours

24

2:30 hours

25

3 hours

26

6 hours

27

9 hours

28

12 hours

29

18 hours

30

1 day (24 hours)

31

2 days

Above that, the mage concentrates for another day per each point of skill.

This timeframe assumes that the mage is relaxed and free from interference. If he can be distracted by something, he should make "meditation" rolls to avoid losing focus. If he is repeatedly distracted, he should roll with a cumulative penalty for each successive distraction.

Some spells duration is described as "- Special". This means that, for an additional -2 penalty per level, the mage may extend the duration of the spell beyond its original value. To this end, he must determines, at the time of casting, how long the spell will last.

Other spells duration are described as "fixed." This means that the duration of these spells can not be changed with successes, they only last what is indicated. In most cases, these spells are instant or depend on concentration.

A spell can be resisted by a target with a successful willpower roll, with a penalty modified by the mage's margin of success (to that end, consider the margin of successes after applying all bonuses of penalties to the spellcast). Some effects are not resistible, these are specifically listed.

Many effects are modified by the mage's familiarity with the target. The more or less he knows about it, the more the effect can be positively or negatively altered. The table that relates familiarity with the skill modifier is as follows:

Modifier:

Familiarity

+2

Mage sees the target

+1

Mage sees a photo of the target, or through a mirror.

0

Mage has a clear mental image of the target

-2

Mage has no target image*

+1

Mage is touching the target

0

The mage touches a personal item belonging to the target

0

The target and mage's auras are in touch

-2

The mage has no access to anything related to the target*

+2

The mage knows the target's true name.

+2

Mage knows the target intimately (a mother, father, son, wife)

+1

Mage knows the target very well (close friends, sweethearts)

0

The mage knows the target (friends, work colleagues)

-2

The mage has some knowledge of the target (friend of a friend, acquaintance)

-4

The mage does not know the target in any way*

Spells with a -8 penalty in familiarity are not possible

In the cases that the magic effect does not clearly specifies that it uses the familiarity table, the mage must see the target to perform the spell, plus the target should be relatively close (20m or less).

It is impossible to perform a spell by familiarity with a penalty of -8, this means that either some prior knowledge, or an image, or the name of the target, some of these things must exist for the magic to be attempted.

Magic, as presented here, is orderly and safe for the mage's psyche. To use it, the mage must be centered and at peace. Without adequate knowledge of the art, the mage may end up dead, crazy, or a perpetual slave to his dark side.

Only an emotionally disturbed person can use black magic. A sane person does not have this option, because black magic draws its power from imbalance and disease, it is strenghtened by the the affirmation of the absurd, and is the weapon of death, the arrow of evil, the contract of darkness.

A person who has certain mental disadvantages has at its disposal, an automatic bonus in all his magic skill rolls. He need not roll his spells with this bonus, but if he does, he will be drawing power from his own wickedness, and incurring a serious danger.

Whenever a mage uses black magic (magic with the bonus of his disadvantages) he must roll a fright check at the end of the spell's duration with a penalty equal to the skill bonus he used in his casting, minus one. This represents the surfacing fear of himself, madness and the certainty of oblivion which grows within his spirit. He isn't actually "afraid" of anything at the time, but his spirit is eroded from within, and the effects are quite similar.

If, in this fright check roll, the mage's willpower exceeds 16, consider it to be 16 before applying the fright check penalty.

Below is the list of disadvantages that apply and the bonuses that they offer to black magic:

Disadvantages:

Bonus:

Addiction

+1 to +3

Bloodlust

+2

Cleptomania

+1

Combat Paralysis

+1

Compulsive Lying

+1

Delusions

+1 to +3

Fanatism

+1

Glory Hound

+1

Greed

+3

Guilt Complex

+2

Impulsiveness

+1

Jealousy

+2

Laziness

+1

Lust

+3

Manic Depressive

+4

Megalomania

+3

Nightmares

+1 to +3

No sense of humor

+1

On the Edge

+3

Overconfidence

+2

Paranoia

+2

Phobias

+1 to +3

Sadism

+5

Stubborness

+1

If the sum of the bonuses exceeds +10, the mage may attempt to cast a black magic using a default value of IQ - 8, plus the black magic bonus.

Alchemy is the art of making things. Unlike transmutation, however, it does not use the mage's power to accomplish its purpose, but rather the energy of the very substance of nature. An alchemical operation usually depends on ingredients that are complicated and hard to find, and several obscure equipment.

Alchemy is based on the theory that every substance contains within it an appropriate energy, and when mixed with other energies of other substances, they result in a specific component that may be strong enough to fulfill a given effect, whether one believes in it or not.

Alchemy teaches what are the best ingredients, how to pick them (the right time and method) and how to mix them in the correct proportions. A single slip in an alchemical operation can be fatal, and errors tend to leave lasting marks on alchemists.

Alchemy also draws a parallel with the human spirit, and all operations have an alchemical correlation with human operations. Therefore, an alchemical potion can alter human beings in ways that few other magical effects can, leading them to much higher heights than they could usually achieve.

Divination is the art of knowing the Divine, and one of the most imprecise branches of magic. It is said to be the knowledge about the reasons that move the gods, and the mysteries of the paths that surround events which occur in what we call "life".

Divination allows a practitioner to penetrate the future, know the past, travel to distant places, understand why things happen, and even understand the nature of the universe itself, if only he can correctly interpret his visions.

Divination effects can be very diffuse, or detailed, depending on the mage's margin of success. The table below lists the detail and precision of a vision in regards to the spell roll's margin of success:

Ordered and detailed scenes, with some apparent connection between them, still some symbolism.

8

The mage knows exactly what he wants.

Many scenes are symbolic: this means: information does not come directly to the mage, but rather goes through a subconscious "filter". The mage can, for example, see a scales meaning that there is justice involved, or he can see a lion symbolizing courage, and so on. The interpretation of this is left to the player (not the character).

It is not possible to perform a divination to clarify another divination. Successive attempts to obtain more information about an event will ALWAYS yield the same result, so much that the result obtained in the first divination will rule all future attempts regarding that matter. A mage can only try a new roll on a particular theme when he gets more information about the issue at hand that clarifies some point, or significantly change his view of the situation.

There are some advantages that a character may have that, being intimately linked with the effects of Divination, automaticaly grant the character skill points in this spell, provided they have at least 1 point spent on the Divination skill (i.e.: some training). These are:

Advantage:

Conferred Points:

Empathy

6

Animal Empathy

1

Intuition

6

Danger Sense

4

Combat Reflexes

2

New Advantage:Seer (10 points)

There are people who, even without any magic skills, are able to perform divinations, and there are wizards that even with great effort, cannot penetrate the designs of the future.

One who has this advantage may learn Divination even without magical aptitude, and can perform divinations with a default value of IQ - 6. However, if a mage does not have this advantage, he can never learn the divination spell in skill level NH above 20, no matter how much he studies it.

This effect allows a mage to know what is happening at a distance. It allows him to capture information about events that are beyond what one could normally perceive.

The mage defines what he wants to see (a person, place, object, etc ...) and makes his roll, modified by the familiarity with the target. Depending on how many successes he has, he gets more information about the target.

This effect can also be used to see through solid objects, although the image obtained is always mental in nature.

With this spell the mage can sense the amount of living beings in a certain place. He focuses on the area he wants to sense, modified by his familiarity, plus a bonus of +3 if he is actually seeing the place (a house, a cave, a castle, etc).

On a successful roll, he gets a general idea of how many living things are there. The mage can be more specific, looking for "people only" or "cats only", but is subject to an additional penalty at the GMs discretion. He can not attempt to focus on one person only, but he can be as specific as to search for: "Only elves".

The mage does not receive accurate information unless he has a success of 3 or more, in which case he literally knows the number of living beings in his mind.

This spell allows the mage to relive in his mind any memory that he has or had, actually being able to remember every detail of his life, even precise ones like the hair color of the doctor who performed his birth. The roll will have a penalty based on the time that the memory took place, and its specificity. Single details and events long past are much harder to remember.

This spell can also serve to remind the mage of any kind of training he had. If the mage has divination at skill level 16+, he focuses on his training and remembers it again, in detail, like watching a movie for a second time. And just like watching a movie again, he can always perceive things that had previously gone unnoticed. With this, the character can increase his level in any skill which he has been trained by simply focusing. He must spend as much time in concentration as is necessary to gain a character point (usually 200 hours per point). This means that with this spell, the character can improve his skills by simply meditating, as long as his meditation skill allows him to focus continuously on the same subject for over 30 minutes (skill level 18).

This is the ability to see auras, part of the living body called "the Etheric Double". The etheric aura is an energy corona that surrounds every living and non-living being. The aura is colored according to the basic characteristics of a being: watching an aura can give insight into what's the true emotion that a person is feeling, whether or not she is being sincere, and her basic psychology. Seeing the aura is a very strong ability, with which few people count; one that can show the truth about many an individual. When seeing an aura, the mage is entitled to an immediate roll of Cromopsychology (IQ/H) to understand what he is seeing. In a failure, he only sees colors and pretty lights.

Besides these obvious effects, an aura may influence other rolls. An aura sight can grant a bonus in rolls of: Detect Lies, Diagnosis, First Aid, Yin-Yang Healing and Medicine. The bonus equals the margin of successes of the "aura sight" roll. There is no magical defense to an aura sight. A failure in this roll does not show a wrong aura, it just doesn't show anything.

This spell allows a mage to feel the personality of an individual with which he is in close contact. The target can get to resist to this spell with his willpower, but if he is someone who intimately knows the mage, no resistance is possible.

With this spell, the mage can look inside a target and find out if he is being sincere or not. A sure way never to be deceived. The mage concentrates on a target and he resists unconsciously with his Willpower. On a success, the mage finds out if the last thing said was a lie, and as he maintains concentration, he can know if anything the target says is true. For a success by 4 or more, the mage will have an idea of what is the truth of the matter. This spell allows the mage to sense someone is going to lie even before the target actually speaks, if he thinks about it for too long.

This effect works like "clairvoyance", but allows the mage to get information from events that have not yet happened.

A priori, everything that has not happened can still change. Some things, however, are VERY unlikely, and others are equally likely. If a person has terminal cancer and does not know it, there's a good chance he will die of this disease. Also, sometimes there are far away events, beyond the knowledge of the mage, who may be moving right now to determine something he has not a clue of.

A precognition always targets these "almost sure" events, which are very likely and already set in motion: which is why it rarely fails. However, failure is always possible, since this new knowledge is never taken into account in a precognition.

This is the ability to sense the thoughts and desires of others. With this spell, the mage can differentiate in his own mind what is his thinking, and what is someone else's, and from whom. All senses come as thoughts that he would normally have, and this effect is more of a technique to identify his own thoughts than anything else.

This spell allows the mage to see the psychic residue left in places and objects, both mentally and physically. He can see who passed through a place, or look at a theater stage and see the impression left by the actors.

This spell is also used for the mage to see the psychic energy around other people. If a mage uses a spell of protection, for example, another using psychic vision would be able to view the psychic energy of the first mage wrapped around him in a protective shell. Should a mage with this spell see a healing spell going on, he would see energy flowing into the healing's target, and so on.

This spell causes a mage to reach out to someone at a distance and engage in a mental conversation with the target. Distance is irrelevant to the mental contact, but at each minute of conversation a new roll must be made. The two people affected by this effect engage in a mental exchange, that is: images and words form in each target's imagination, but these are evidently the thoughts and images of a stranger. That allows both participants to distinguish each other's thoughts.

This spell allows the mage to have an intuition: a hint, an aid at difficult times. With it, he can know what to do, have that idea that will save everything, find out what not to do, in short: how to save the day.

All insights are instantaneous and, although they are quite specific, they come as images or ideas about something fixed and timeless, for example: "Do not get in the plane", "Bet on the white horse", "He's lying", etc..

Intuition must be declared by the player, or they are completely at the GMs discretion. There is no such thing as: "But didn't my intuition told me?" When something goes wrong to the player. This, however, is an effect that can be used passively by the GM at any time.

Although an intuition deals with almost anything, it can not answer any questions. You cannot make an intuition, for example, to discover the meaning of life, or for any elaborate and lengthy answer: things that cannot be transmitted as an instantaneous sensation. These fall into the "Oracle" spell, described below.

Unlike an Oracle, an intuition depends exclusively on two things: emotional involvement, and the goal of the mage. The mage can not have an intuition about something he is not emotionally involved in, and in this manner an intuition can be considered a lesser form of Oracle, for matters in which the mage is involved.

The second requirement of an intuition is a personal goal. If the mage has no purpose, he will never have any intuition, and if he ever does have any insight, it will always come to him in order to help him achieve his goal. If the mage's goal is large and has many partial objectives, he may have many intuitions. If it's something direct and simple, he will have less of those. One way or another, the insights only occur if he is in a position to receive them. Therefore, unless the mage is a person who cares about others, he will not have intuitions about things that do not concern him. The more he care about people, the more he may receive intuitions about them, and help them achieve their own goals.

This spell gives the mage the ability to remember his past lives, becoming able to remember who he was, what he did, whom he knew and even recognize his ancestral companions in his current life.

These memories come back the same way as in "Remembrance", also with a penalty in the roll based on the specificity of the memory and the time at which it occurred, measured by the time lived by character, not chronological time. Memories that are specific, but important to the character (like the type of weapon that killed him in his last life) are easier to remember than others.

This spell can also be used to help the mage remember the training he received in past lives, much in the same way as in "Remembrance", if the mage have this spell in skill level 16 or more. However, he can now relearn any skill that any of his past lives may have possessed, including spells. Of course, the mage can only remember skills that existed in the world at a past date. If it's a medieval setting, he could not relearn "spacecraft piloting" because such hability never existed.

This effect allows the mage to know the answer to a question. The mage has an additional penalty of -5 points for every question to which he is emotionally attached (which, in most cases, include all questions relating to him or his desires).

The GM is free to give cryptic answers to questions that may come to destroy the campaign plot, citing things like "The energies are low at the moment", or "This person has a very high karma and is hidden from the higher spirits", or any other such babble. SOME answer is always obtained, but the usefulness of it can be manipulated by the GM when necessary for the good of the campaign.

This is the magic that allows one to control the elemental forces of nature: from summer rains to volcanic eruptions, from a candle flame to the force of a gale.

This magic takes control of the four elements, and often schools do not teach it before judging a student ready to deal with this power, considering the extraordinary destructive capabilities that it offers.

This effect allows the mage to create a gust of wind. He specifies the direction and the location of the wind. It is maintained while he focuses.

The wind is strong enough to carry small objects and throw people to the ground. Anyone caught by it must succeed on a roll of DX + 5 minus the margin of success of the mage. In a failure, they fall to the ground. If the wind is sustained, a new roll is required every 10 turns.

This effect allows the mage to change the temperature around a person, object or area.

A person affected by this spell will soon feel the temperature change, but wil not have his inner body temperature altered. The mage can change the local temperature to any value between -20 to 100 degrees celsius. The mage changes the temperature at a rate of 1 degree celsius per second.

This spell allows the mage to magnetize an object or person, filling it with static electricity. It is not enough to cause damage, but allows the mage to magnetize a metal object, effectively causing relative motion between two or more items. If the mage is using an iron glove, for example, he could move a sword to his hand. This spell acts in a generic way. If the mage magnetizes his iron glove, all metal objects will be attracted, not one in particular. Likewise, if he magnetizes a small object, it will be attracted to the largest and nearest metal object.

This spell allows the mage to protect a target of elemental damage, such as lightning, fire, ice, and even metallic weapons. This allows the target to walk through fire, wear fewer clothes in cold or be struck by lightning without deleterious effects.

Each success grants the target 1 point of DR against a specific type of elemental damage. Possible types are: Fire, Lightning, Ice, Sound, metal or stone.

This spell does not protect against attacks coming from weapons of wood or bone.

Subsequent uses of this spell are substitutive for the same target and element. If a mage wants to strengthen a protection, he must first cancel the current one, and then spend another 5 seconds creating another (in which time the target is unprotected).

With this spell the mage can freeze any liquid substance, or liquify gases. It works as the opposite of Pyrokinesis.

The mage concentrates on the spell target (he must be able to see it) and makes his roll. This will have a penalty based on the temperature required to liquefy or solidify the element (its melting or liquefaction point). This ability works not only by lowering the temperature, but also by increasing the pressure. Therefore, if a mage created liquid helium (something that exists at 4 degrees Kelvin), it would appear at a temperature much higher than 4K (probably something close to -80 degrees Celsius).

If the mage stops concentrating, the created liquid or solid are set back to its normal environment state (liquid helium will undo very quickly, while ordinary ice would be slower).

The penalty in accordance to the melting / liquefaction temperature is as follows:

This effect allows the mage to ignore all his nourishment needs for a certain period of time. For the duration of the spell, he will not feel hunger or thirst, and will magically produce from the ether all the nutrients his body needs. If he feeds during this period, the food (or drink) will pass through his body without being processed.

With this spell the mage can ignite any combustible object. The mage concentrates on the object in question and ignites it. Fire appears across the exposed area of the object, consuming it entirely. The penalty in ths skill roll depends on the type of material being ignited, not the exposed area:

This effect allows the caster to control the climate. He can basically determine what the climate will be in a given region. If the region is far from the place where he is, apply familiarity modifiers.

If the changes are brutal (snow in the desert), the mage has an additional -4 penalty. Otherwise, he can determine any natural climate condition, though nothing disastrous (no hurricane, earthquake, etc... just usual climate), even if not a climate native of the region (like snowing in the tropics).

During the 30 minutes of cast, the climate slowly shifts to what is determined by the mage.

The final rule of body over air. This spell causes the mage to become independent of breathing. For the duration of the spell, the mage need not breath. He is also immune to the effects of extreme pressure (either underwater or the vacuum of space). The mage magically produce oxygen in his system from the ether.

This effect allows the mage mastery over all forms of the four elements. With a command (verbal or not), he can open waters, stop the winds, or sow storms. For truly catastrophic results, use the "Cataclysm" effect.

The mage can neutralize attacks or damages based on the elements at the rate of 1d per margin of success.

He can move the elements in large quantities: He could separate waters, causing huge gales, summon a blizzard, burn a house or freeze a lake. The GM is free to determine additional penalties for REALLY powerful effects.

This effect allows the mage to cause a lightning to fall in a certain place. This should be on the open and the weather should be favorable (though the mage can cause it to become favorable with other spells).

Lightning falls with the strength of a normal lightning, which is about 4 to 5 Coulombs. It causes 6d structural damage to whatever it touches. No armor protects against this damage, but a Faraday cage would neutralize it completely. Other than the fact that it was created by magic, it is a perfectly normal lightning.

This effect is like "Climate Control", but serves to create (or prevent) major cataclysms. Below is a table with additional modifiers for each different type of disaster. The penalty to prevent a disaster is the same as to cause it:

The art of enchantments encompasses charms, magic items and objects of any sort. A well done enchantment can protect families for generations, or lead to the destruction of kingdoms.

All spells listed have a fixed time to cast, and the need for one or more material components. There are two basic types of spells:

Talismans: items which remain enchanted until a certain condition is met.

Charms: effects achieved on areas that remain active until a certain condition occurs.

Each different effect requires the use of certain skills. For the creation of the enchantment, these seconrady skills do not have to be rolled, but the mage must possess them in some specified skill level.

The duration of a spell is, in most cases, permanent. However, there are certain conditions set at the creation of the enchantment which may end the effect. These are explained in each specific case.

For the crafting of a talisman, the mage must either buy the necessary materials or make his own. In the description of each talisman, there are two fields, one saying the cost of equipment for its manufacture, and another determining which skill rolls and penalties are made to create the item, and what is the minimum time for crafting the object.

Talismans require attention and care from their users. If a person wears thirty amulets of protection, only one will yield its benefits and the others will lose their power, because their user did not gave them due value. For an amulet to work, it must be used all the time OR tucked away out of sight and sunlight, away from close contact with anyone (carrying it along the bag does is no good). Each amulet has a different time of discharge, after which, if these restrictions are not followed, it loses its effect.

This amulet protects the wearer from harmful uses of magic or other supernatural effects. While the user wears it, anyone using magic on him with hostile intentions will have to overcome the margin of successes of the mage which crafted this talisman.

At the first hostile spell which breaks through, the talisman is broken.

This is a general focus that allows the mage to empower an object with enough energy to improve a specific magical effect. The object grants the mage a bonus on this effect's skill rolls.

The bonus that the mage receives is equal to his Enchantment skill level -15, divided by 2. Thus, a skill level of 21 would grant the user a bonus of +3, and a skill level of 31 would grant a bonus of +8.

The maximum bonus one can get with this talisman is +10.

To craft the item, a mage must use any skill required to create an item of good quality (a wand, a ring, etc.). The item must be of good quality ("fine"), and must cost, at minimum, the listed price ($20,000).

A mage can enchant only foci of power for effects he himself knows at a final skill level 15 or more.

A focus of power can be used by anyone, not only the mage which created it.

This talisman consists of an object that is very difficult to be naturally found (a four-leaf clover, a rabbit's foot, etc). Once enchanted, it protects the user against bad luck.

The talisman gives the user a number of re-rolls that he can use if he fails an important roll. These can be used to prevent critical errors.

Once the re-rolls are used up, the talisman loses power, and a new one must be found.

The number of re-rolls which the user is entitled equals to the skill level of the mage in "Luck Talisman" -12 divided by 3 (rounded up, minimum of 1). Therefore, an effective skill level of 15 ensures one re-roll, an effective skill level of 22 ensures 4 re-rolls, etc...

Time to Cast: 2 seconds per each meter radius or 3.14 meters in circumference.

This glyph causes anyone that look into its direction to ignore whatever and whoever is inside of it. As long as the people standing within the glyph's area make no sound, they will not be perceived by anyone outside of its boundaries.

The glyph lasts until the first intelligent being caught within its boundaries exit.

While the Glyph stands, anyone from the outside can cross its boundary and step inside of it, causing him to also become protected by the glyph. However, the first one that leaves its protection breaks the spell.

People and beings outside of he glyph are entitled to a perception roll in order to perceive something wrong only if the protected people make some kind of sound.

If an outside viewer sees the glyph being written, he will forget what he saw as soon as the protection is completed. Mages can resist this with their skill levels in "Enchantment" or "Glamour".

To successfully cast this spell, a mage must draw the glyph in the floor with some appropriate means (a chalk, salt, pencil, etc...)

Time to Cast: 1 hours +10 minutes per meter radius or 3.14 meters in circumference.

With this charm, the mage creates an area (usually a circle), within which he may be protected against hostile intentions.

Any being using powers with hostile intent will have to overcome the mage's margin of successes when he created the circle. Anyone be trying to cross the circle with hostile intentions (be they directed at someone inside the circle or not) will have to overcome a contest between their willpower and the creator mage's skill level.

If someone overcomes this contest, the circle will be broken and its protection will cease. A crystal can be placed on the border of the circle when this spell is cast: it will crack if the circle protection is broken.

Glamoury is the study of the effects over people's perceptions that a powerful enough will can achieve. This study involves the so called "illusions", the control of other minds, magical imprisonments, and the notorious ability to become invisible.

Most spells, with some specific exceptions, are subject to familiarity modifiers with the target.

With this effect, a mage can influence a mind in order to make it feel the emotion he wants. The target is entitled to a resistance roll with his willpower. If he fails, he will feel the emotion that the mage intended. Emotions should be induced generically (anger, pleasure, etc). The intensity of emotion is given by the margin of success of the mage that exceeds the resistance of the target. Directed emotions require the "will lock" effect.

The target could only resist this effect if the induced emotion is contrary to what he wants or feels. Otherwise, he will be a perfect target for this effect and will be led to feel whatever the mage determines.

If the target is another mage and has knowledge of glamour, he can always try to resist this effect with his glamour skill level. If he does resist it, he always knows he has just been a victim of a glamout attempt.

If the target is not a mage, and the emotion induced is not contrary to his current emotional state or to his will, he will feel it and probably not realize why.

The mage can choose to affect more than one target with an additional penalty of -1 per target. For a penalty of -5, he may affect anyone who is close to him (within range of his aura), thus creating an "aura" of aspect that affects everyone present. When used in this way, the spell has no familiarity modifiers, although each affected person may be entitled to a resistance roll, as described above.

This spell allows the mage to affect a mind so as to temporarily remove him his sense of direction and confuse their thoughts for some time. The mage concentrates and rolls his effect. The victim resists with his Willpower. If the mage succeeds, the victim will be stunned for the duration of the spell.

This is the effect used to induce another person to perform an action that he would not normally do. The target is always entitled a resistance roll with his willpower.

The target can only resist this effect if it goes against what he wants or believes. Otherwise, he will be a perfect target for this spell and will be driven to perform whatever the mage determines.

If the target is another mage and has knowledge of glamour, he can always try to resist this effect with his glamour skill level. If he does resist it, he always knows he has just been a victim of a glamout attempt.

If the target is not a mage, and the action that he is led to perform it is not contrary to his will, he will probably not even notice what he did it.

If the action is contrary to the target's will, he may have a bonus in his resistance roll at the GM's discretion of up to +15 (for things like "kill your mother").

With this spell the mage can induce another individual to doubt about his capabilities. All magical skills are based on the fact that the mage is so sure of his ability that it actually happens. With doubt, he will not be able to properly focus his energy and will lose considerable skill.

The mage roll his skill level with this effect and may interfere with any magical ability that is being used at this time. If he has more successes than the target mage, the opposing magic will be completely blocked by self-doubt, though experienced mages (especially those with "glamour") will clearly know that they were victims of a "cast doubt".

With this spell, the mage affects the target's mind in order to convince him that what he says is true. This can be done in a number of ways: for example he may walk into a bar and cause the bartender to believe that he has already paid the bill, or he may come into an imperial patrol and force them to believe that these are not the droids they are looking for.

This spell does not require hand gestures, but it does require that the target hears and understands the mage.

This spell allows the mage to paralyze a target for as long as he maintains concentration. The target can resist this with his will.

For the duration of effect, the target will be completely paralyzed. His body will not be stopped by any external force: it just will not move, as if he did not want to move it. The mage can not use this focus to halt involuntary body functions. This spell can be used to paralyze specific body parts with a penalty equal to the hit location for that part.

This spell allows the mage to physically influence the target through his psychology. It allows the mage to induce physical effects controlled by the brain, such as: fear, anxiety, tachycardia, sleep, fever, low pressure, etc... A mage who has knowledge of Physiology (or Theurgy) may have many more ideas on how to use this effect, inducing complete psychosomatic diseases.

The target of this spell is be entitled to a resistance roll with his will or HT, whichever is higher.

This effect can be used to inject appropriate hormones in order to enlarge or reduce the physical attributes of the target according to the following:

Attribute:

Change:

ST

1 point every 2 successes

DX

1 point every 2 successes

HT

1 point every 2 successes

Perception

1 point for each success

With an additional penalty of -14 (for a total of -20), the mage can attempt to kill a target.

Though magical, this effect cannot grant superhuman strength. Note that increasing the strength of a person for a whole month could be lethal for the target, since the method by which this increase is achieved is by unnaturally altering the brain chemistry. Forcing this chemistry to occur continuously for a month could have effects such as: the target will no longer feel hunger or sleep, although he may need to eat and sleep, the target gets tired much faster, target strains his muscles over the limit and may take damage, etc... Use the duration of this effect with care.

With this spell, the mage can "reprogram" his own mind for a certain period of time. In this time, he will think like someone else, completely altering his personality and memories. This allows him to fool mental readings, hiding from his own mind the memory he wants. With enough time, he can even change his whole story, assuming a completely fictitious life.

This effect allows the mage to fool the senses of others, making them see what is not there, hear what was not said, and feel what does not exist. The illusion is purely mental: no image "appears", so to speak, but the target will never tell the difference. The target can resist this effect with his willpower or his skill level in Glamour, whichever is greater.

The illusion fools every sense. People who observe the target will see him interact with nothing. If he tries to climb an illusory ladder or pass through an illusory doorway, and ends up hitting the ground, he may try to discredit the illusion with a perception roll minus the illusion's margin of successes.

Whenever something gives the target a similar physical reality check, such as trying to walk an illusory bridge, lying on an unexistant bed, he gets a new Perception roll in an attempt to disbelieve the illusion. The target can also disbelieve this effect with his skill level in Glamour, if he has any.

An illusion can give a target the feeling of being attacked, injured and even killed. Whenever a target suffers "illusory" damage, he gets a new Perception roll to attempt a disbelief. If he fails the roll, he loses as many fatigue points as the margin by which he failed. Upon reaching 0 fatigue points, the target will believe that he is dying, and must make a fright check at -8. If he fails, in addition to any effect, he falls unconscious for 2d minutes.

This effect can also be used to hide things, making them "invisible". Size is irrelevant: what is affected is only the target's perception and not the object itself.

The mage can choose to affect more than one target for an additional penalty of -1 per extra target. With an extra penalty of -5, he may affect anyone who look at a certain object, focusing the illusion on the object, not on a specific target. This would allow him to change his appearance, for instance. If he's doing that, people who look at the spell's target are entitled to a Perception disbelief roll minus the mage's margin of success in order to see through the illusion. If they fail, they may not try to disbelieve it again unless the illusion gives them a kind of physical reality check.

Also known as a spell of imprisonment, this effect allows the mage to "enslave" the target's willpower, determining how it will behave. The mage determines a specific desire and a target for that desire, such as: "you will want chocolate" or "you will fall in love with me". The target always gets to resist this spell with his own willpower. On a success, the mage directs the target's will in the way he determined. The target will then be compelled to do what was imposed as a normal part of his life.

If the target is also a mage, he can resist this effect with his skill level in Glamour. This resistance is in addition to his normal willpower roll (ie, the target sum the margins of both his resistance rolls before determining his resistance total).

If the order given by the mage is contrary to what the target really wants or believes, he can get to resist it with a bonus at the GMs discretion (up to +15 for things like "hate your mother").

This effect can also be used, with the same modifiers, to free a person from another will lock, but the mage has no way of knowing that a certain person is imprisoned unless he is informed through an external mean, or unless he notices a strange behavior on the part of the target.

With this spell, a mage can send his knowledge into someone else so that the target can use one of his skills as if he had been trained in it. On a successful roll, the mage gets to transfer as many character points as were his successes, to a maximum of points that he has in his skill. The target can use the skill for as long as the spell lasts.

This spell can never be made permanently, but for its duration, the target may spend his own free character points, and instantly assimilate that knowledge, thus making it permanent. This is one of the ways for a target to learn new habilities without spending time training them.

The mage can also use this spell to transfer memories to the target, although he cannot transfer the emotions that he associated with such memories.

This effect is substitutive, not cummulative. This means that to actually improve on someone's existing skill, the mage must overcome the target's current character points spent on that ability. Spells can be transfered with this effect, but not the magical aptitude necessary for understanding them.

For a penalty of -15, the mage can transfer one of the target's skills into him. To do that, he must know that the target possesses this skill. Also, if a target wants to resist this, this resistance is automatica (no roll is required). A mage cannot transfer into a target a knowledge that he copied from another (unless he spends his free character points to assimilate this knowledge).

One of the strongest glamours is the ability to become invisible. To this end, the mage stimulates the mind of those around him in order to cause them to "look but not see" him. All affected targets will fail to see the mage, and will disregard his presence as if he were not there. The mage himself is not truly invisible, though, only unnoticed.

This effect can be cast on someone else as well, as long as the mage is touching the target.

This effect is not resistible. The actual effect is a penalty in the perception of anyone who looks at the mage. The invisibility is not only visual, but it reaches all senses, being mental and not physical in nature. It lasts as long as the mage is able to concentrate. If the mage is filmed or recorded, a looking at the film will see him normally, if the spell's duration has already ended. If not, then even those seeing the mage through such indirect means will fail to notice him.

The mage can exclude certain people from this effect for an additional penalty of -1 per person.

With this spell, the mage can make a target forget something. He can only destroy memories that he knows the target has. The amount of memories and the force with which the target clings to them allow for an increased casting penalty.

Ignore the time penalty if the memory is especially nurtured by the target.

The target, evidently, can resist this spell with his will.

At the spell's end, the target may try to recall the removed memory. However, he only gets such resistance rolls if something joggles his memory back. If not, he cannot try to remember it. Every attempt to remember an erased memory suffer a penalty which equals the mage's original margin of successes.

This effect allows the caster to control the movement of a distant object. It depends on volume, not weight: larger objects incur greater penalties. The volume control is equal to 125 cubic centimeters per success. That is about 5 x 5 x 5 cm, a -8 penalty is required to levitate a person. This rate builds up to 10 successes, when it becomes an hex in volume. After 10 succeses, each additional success allows for the levitation of one more hex of volume (which is 1250 cm).

The speed at which the target floats is 1 m/s. Successes can be directed to improve this: the final speed is twice the number of success directed at it, in m/s.

This spell allows a mage to cause a sudden burst of movement on an object. The effect is the same as if someone had thrown the object with a ST that equals the mage's IQ.

This movement is fast and instantaneous, and can not be maintained for finer control. This spell is independent of the object's volume. If the force is not enough to move the object, it simply doesn't.

This spell allows the mage, through extensive concentration, to manipulate an object at a distance as if he were holding or touching it. He could, for example, lock or unlock a door without the key, play a piano or other musical instrument, type on a keyboard, etc... The target object does not float: it just starts working. To levitate the object, add the penalties of "Telekinesis" to Manipulation.

The mage could, with an appropriate skill roll, perform professional or craft operations such as repair a watch, pick a lock, encrust a jewel, etc.

This effect allows a mage to levitate and fly. It lasts as long as the mage is able to concentrate. The speed with which he flies is equal to 2 m/s, times the number of successes. For 0 successes, he floats at 1 m/s.

The mage can levitate himself and everything he is carrying (up to one hex of volume) regardless of weight. To levitate another person, or someone else with him, he has an additional penalty of -2 per person.

Necromancy is the study of death and the dead. With it, a mage can not only communicate with the dead but also summon, control and banish spirits, and some times even bring someone back from beyond.

For the purposes of these rules, when a sentient individual dies, his spirit crosses over through the astral realms and, like a stone hitting a lake, leaves behing an "eccho", an imprint of what he was at the moment of his death.

What a spiritual summoning actually calls forth is the eccho of the spirit in question, and not The individual who died. The single exception to this rule is the "ressurrection" spell.

The light that surrounds the astral realms record everything that happens, and also the patterns that compose a person's past. To summon the spirit of a deceased person is to call these patterns, to give them life, through one's will. It is not the person that appears before the mage, but his shadow: all he was in life, until the moment of death, but nothing more.

It is for this reason that the spirit of a dead person, when summoned, can answer many questions about what he did and knew in life, but nothing about its existence outside the body.

It is for this reason that conjured spirits lack free will. They can be led to do what they were accustomed to, as a conditioned behavior, but they don't have freedom of choice, they cannot evolve and better themselves. They are automathons built out of astral light by the mage's will.

Furthermore, the spirit of a dead person can not resist the casting of a spell, because he has no actual will to resist anything.

This effect allows a mage to sense the presence of spirits around him. These can be either other mages out of their bodies, spirits of the dead that are transitioning through the astral plane, or spirits of the dead who have left a strong impression on some places, which like "shadows", linger where they once used to be found.

The mage senses the presence of spirits, and on a good roll, can even get some more information about them:

This effect allows a mage to see, hear, smell, or put some of his senses in the spiritual world. He chooses which sense he will translate into the astral plane, and others may be added at a cumulative penalty of -2 per sense. The most common senses are vision, hearing and smell.

For the duration of this effect, the mage loses the physical sense. For instance, he will become blind with his physical eyes, if he puts his vision on the astral plane.

With this effect, the mage can summon to his presence the spirit of a deceased individual. It appears only to the mage, but he can include other people in the casting (if they participate in the ritual with him). In that case, such people can also communicate with the deceased.

Others people present not only fail to see the spirit, but also incur a -2 penalty per person that is watching the spell if they took no part in it. If his preparation is interrupted, the mage must start anew.

The spell lasts until the mage (and assistants) have asked all they wanted and talked to the spirit until they are satisfied, or until one of them (the spirit, the mage or one of the assistants) is disrupted by external influences.

The spirit communicates with the mage (and assistants) through impressions, thoughts and ideas, which may be identified with a successful Necromancy -2 or IQ-4 roll, but not through physical sounds (a shadow cannot make sounds). If the mage uses "Spirit Hearing", he may hear the spirit with his physical ears. The spirit understands the orders of the mage, not because he listens to it or understands it, but because astral beings always respond to a dominant willpower. Therefore, language is not a barrier for this spell.

This effect can also be used to conjure the presence of an elemental spirit. These are not the spirits of beings that once lived, but are like the echo of great emotions concentrated by mankind throughout the centuries. They behave like the spirit of a dead person, but are usually very capricious and irrational, following an almost animal logic. Many mages consider it a great danger to deal with elementals, but they can empower the mage much beyond the reach of traditional magic.

This effect allows the wizard to leave his physical body behind, and project his spirit, literally entering the world of dead spirits.

The astral plane contains several aspects. It is a kingdom ruled by thought, where with but an effort of will, one can go anywhere, talk to anyone, walk through walls, etc... Also, as a realm of thought, it is very easy for a travelkler to create a reality of its own, similar to the material worls, and "find" what he is seeing thinking it to be a reflection of the material when in fact he is the one that's creating it with his own imagination. Likewise, mere thought does not always reign. Although anyone knows that, for example, one can fly in the astral plane, if one's subconscious belief in the impossibility of flying is too entrenched, he may find himself jumping up and diving face to the floor, even if his original intention was to fly.

Typically, actions in the astral are highly unreliable in respect to the veracity of the environment. You can think you are talking to a disembodied being, when in fact this being is a creation of our own imagination. However, there is some correlation between images and locations on the astral to those on the physical. Overall it is a very confusing place.

However, that is where spirits, elementals and other beings are found, and once you are there there, you can talk much more directly with them.

Once in the astral, the body's sensitivity is reduced if not overly subdued. Astral travel can last a short time, minutes or even hours and days, depending on who is travelling. The body can pull the traveller back in case of a pressing need, or a travel can be halted if the traveller feels intense carnal thoughts (specially desires of greed, lust, etc).

This spell allows the caster to concentrate astral matter. Unlike the three-dimensional world, the astral plane has no physical matter, so ether is not subject to the same laws as physical matter (such as inertia, gravity, etc). Ether is concentrated by volume. Every minute of concentration, the mage can focus a volume of 1 liter (10cm X 10cm X 10cm) with 1 point of HP for every success by which he makes his roll. If he has 5 successes, for instance, he can concentrate every minute an object of 1 litter and 5 HP, or an object of 5 litters with 1 HP, or any combination of those numbers.

Astral matter remains indefinetly. The mage can use Ether Focus to either create or destroy in the same proportion.

With this spell the mage can dispel astral matter. He can either use this focus to dispel inanimate Ether, or as a form of astral attack. The mage rolls his skill level and the target (if living) can resist to it with his willpower. In a success, the target takes as much damage as was the margin of success. At the mage's choice, he can switch every 7 points of fixed damage for 2d, or every 3 points of damage for 1d (always change first seven points for each 2d).

This spell is used to force an astral travel upon a target who is unable or unwilling to do it. The mage rolls his effect and the target can resist it with his willpower. If the target never atral-travelled before, he always tries to resist it, even if the character is willing.

If the target is unable to travel because he is not a mage, he will remember the experience as a dream. If he is a mage, he experiences a normal travel, even if he has no skill in "necromancy". This ability can also be used to force a traveller to return into his body.

With this spell the mage can create an astral prison, which entraps any astral being. The mage holds the target in a psycho-emotional barrier that holds it still as much as by force as by his will. The mage should be in his physical body: this spell cannot be cast while astral-travelling.

The prison itself should be a jar, pot, receptacle or any item with an empty core, and that has a lid.

The mage rolls his spell. The target resists with his will. In a success, the prison is established. The target is astrally paralyzed, unable to move or even go back to his physical body if he has one. He becomes imprisoned in the item used as the focus of the spell. While imprisoned, the target can only communicate through the astral plane. After a certain time, the target is entitled to a new resistance roll, modified by the margin of successes that created the prison. In a successful resistance, he reduces the prison's margin of successes by one, until he eventually breaks free.

The frequency for these resistance rolls is given by the amount of successes when overcoming the target's first resistance roll, according to the following table:

Successes: Resistance frequency:

1

1 minute

2

2 minutes

3

4 minutes

4

10 minutes

5

15 minutes

6

30 minutes

7

1 hour

8

1.5 hours

9

2 hours

10

3 hours

11

4 hours

12

5 hours

13

6 hours

14

8 hours

15

11 hours

16

15 hours

17

20 hours

18

1 day

Upon creating a successful prison, the mage may choose to spend a character point and prevent the target from performing any of these resistance rolls, actually arresting him until the spell ends.

If a cage is created, and is too weak, it can be enhanced by another casting of "Spirit Cage". Make a new roll against the target's willpower. If this new casting has more successes than the first, the new cast is used instead. If this new cast is a failure, the cage weakens by one point.

This effect, considered the apex of necromantic magic, allows one to bring back someone from death, if certain conditions are met.

When a person dies, depending on the cause of death, its body may still be able to sustain life, albeit briefly. Only targets whose bodies are relatively intact may be resurrected. If the target is missing any vital organ, or if the corpse is too far decomposed, this spell cannot be attempted.

If, however, the target's body has not been destroyed (it is still in one piece), this effect can be tried.

This effect cannot be attempted in targets who have died in more than 5 days.

Upon returning, the target will be subject to the conditions of his body. If he died from terminal cancer, for example, upon returning, the disease will continue its course. If he died of a gunshot to the head, he will return for just a moment. The healing of the conditions that led to death is not covered by this effect.

There is also an additional complication: death, being the greatest change in a person's life, and being unavoidable, always represents an evolution: a necessary step in our spiritual path. At death, the person enters a state of awareness which is much greater than he had in life. Such an individual would have to perform a huge effort of will to actually go back, because as a rule, after dying, the target understands WHY he died, understands the designs behind the apparent accidental deaths, and understands that he must move on. Therefore, a person ALWAYS resists an attempt at resurrection, and with a +3 in his willpower.

If the mage succeeds in his attempt, the target returns to his old body. For how long, however, it depends on the state of the body, and if this person will want to remain alive after his death experience.

Thaumaturgy is the study of subtle and invisible forces that permeate nature. The inviolable qualities, present in the lives of all people, which mages call "causal forces".

This magic deals with fate, luck and destiny, coincidences, the fortune and hidden forces. They are extremely subtle spells that can mostly be explained as "luck", "bad luck", "coincidences", and such other terms as mortals use to refer to these events.
Thaumaturgy is considered the magic of the gods, through which they act upon the lives of mortals.

This spell is used to alter another spell, to limit its duration to a specific condition.

For example, a spell of "will lock" could be cast on a target with the condition "until you kiss me". The target would then be compelled to perform the will lock condition, and upon kissing the wizard, it would be cancelled, or when the spell duration ended by in itself.

This spell gives a bonus to the actual effect that is being altered, based on the complexity of the imposed condition:

Imposed condition:

Bonus:

Extremely difficult

+0

Unlikely

+1

Infrequently

+2

Common or trivial

+3

Using this technique, the mage rolls against the lowest of his skill levels: the spell effect or his Thaumaturgy skill level.

This spell allows the caster to sense the causal links that the subject has with other people within the mage's line of sight (or with whom he has familiarity, applying the appropriate penalty).

For example, this spell would tell a mage: "The target has a professional link this guy, a romantic link with that, and a family link with that other" (assuming that all targets are within line of sight). The spell gives no details about the type of link, just that it exists. Thus, for example, a "love affair" could exist between lovers, between married people or between people who have only meet, but which nurture a secret desire for each other, or could even indicate an unrequited love, or it could show that behind an apparent hate, they actually like each other.

The mage has no idea of the strength of a link.

The mage can also identify with this magic, a person who has broken a promise or a vow (magical or not).

Penalties provide additional information to the mage:

Penalty

Information

-2

The mage also identifies a link between the target and objects and places. The mage also senses if the target has the "destiny" (dis)advantage, and in which value.

-4

The mage can also identifies causal links with people whom the target barely knows, and can see the intensity of the links between the target and the others. The mage also identifies targets who are being victims of possession, mind control, or any form of supernatural compulsion which effectively forces them to take actions contrary to their will (such as in "will lock").

-6

The mage can also see possible future connections between targets, for example, if the target is bound to be a mentor or apprentice of another person in sight. This shows likelihoods, but not certainties, and they can, under adverse conditions, never come to be fulfilled (thus creating a broken link, which would be identified as "he was destined to be a mentor to someone who has died" ). The mage also becomes able to recognize a target who has been the victim of an indirect manipulation of will, like those that occur through use of fast-talk, deception or sex-appeal.

With this spell, the mage is able to act perfect and flawlessly in a social situation. He will say the right thing at the right time, look for the right people with the right gestures, and always make the best possible impression.

The mage can use this spell in a generic way, to play a good role in social situations, or on a specific target in order to intensely impress him.

The spell grants the mage result of 15 in all reaction rolls while it lasts if done in a generic way, or a result of 18 if its made agaisnt a specific target. When the spell ends, new reaction rolls should be performed when people suddenly realize that the mage is no longer acting so nicely.

The mage is able to alter the fluctuations of destiny around the target in order to compensate for factors that are the unpleasant result of chance or randomness.

For the duration of the spell, the target can spend time concentrating on any action and remove its penalties at the rate of 1 per turn of concentration. The target can remove a penalty as great as the mage's margin of successes, or 10, whichever is less.

This spell does not give bonuses, only allows the target to eliminate penalties due to situational complications such as distance to the target, local lighting, weather conditions, etc.. Penalties due to attitudes such as protection spells, pain of injury, results of fright checks, etc, are not alleviated.

This spell allows the mage to know the result of a trivial action in which a great deal of randomness involved. He could, for instance, know the outcome of a dice roll, or what will be the winning ticket in a rattle. It does not allow one to view into the distant future (more than a few minutes).

Fate makes a distinction between an act that will significantly change the life of a target and an act that will not change someone's life. This spell does not work for events that change the mage's life. Thus, although the mage can, with this magic, identify a winning lottery ticket and win its prize, it does not point the mage to the ticket that will give him give millions of dollars (unless that would not mean much in his life).

Thus, although this spell cannot turn the mage into a millionaire, it certainly allows him to spend a day without worrying about money.

The magic does not create opportunities, only informs the next occurrence of actions, and the mage must determine what he wants to know. For example: "What will be the result of this dice roll," or "Which ticket should I pick."

Each use of this spell gives the mage a hunch, which occurs immediately at cast.

This spell gives the mage the ability to feel fatalities or major changes in one's fate. The mage acquires a kind of "intuition" to fate fluctuations. He should be witnessing an event to tell if it has any significance in the fate of people, but a particularly powerful event could be felt even without physical presence if the mage is within the affected area. For example, at the time a child is born, destined to unify a kingdom, a mage with this spell could feel that some major event has just occurred (but not which event it is), if he is within the kingdom to be united.

This spell also allows the user to identify prophetic phrases or particularly important ones within a transcendental context. For example: a child saying that a woman looks like an angel would trigger the mage's destiny sense if there is indeed something supernatural or angelic about this woman. Prophetic phrases performed in innocence (that is: without the intention to make a prediction) also inform the user of this spell of their nature.

This spell also informs the user of the use of other Thaumaturgy effects performed in his vicinity (and also identifies these effects).

The mage can distort destiny in his favor, affecting actions he deems exceptionally important.

The mage can re-roll any one dice of a roll that has resulted in a "6", thus effectively preventing potential critical errors, for a specific number of rolls at each game session.

If the re-roll results in a new "6", the second result still stands.

The target specifies which dice he will will re-roll with this spell. This choice can be made after the roll, but must be made before the result is announced (ie, if he wants to use one of his re-rolls, he must do so at the very moment that the original roll was made).

This spell does not affect rolls made at default level.

This spell is not rolled: the number of re-rolls that a mage has at every game session equals his Thaumaturgy skill level, minus 10, divided by 3 (rounded up). Thus, at skill level 16, he gets 2 re-rolls. A skill level 22 he gets 4, etc.

When this spell is used, the mage can allow a target to make a magic vow. This vow will have a transcendental inertia, and will carry the weight of inevitability.

Henceforth, until the vow is completed, whenever the target faces a situation that would potentially help him fulfill his vow, he will have a +3 bonus to all rolls which directly refer to actions that can help him meet his vow. This bonus also applies to self control rolls related to disadvantages which could be a problem for him. The target can also perform default rolls as if he had spent one point in the associated skill if their use is favorable to his vow.

For example: A mage has sworn to defend a lady during a voyage and has the disadvantage of "deep sleeper". During the night they are attacked. The mage must roll against his self control to wake up, but receives +3 on this roll. Likewise, according to the disadvantage's description, a roll of 9 or less would be a failure. Since this roll is directly linked to his vow, he can do it with a limit 3 points higher.

If the target of this spell clearly goes against his vow, he will suffer a penalty of -3 in all of his actions, and -2 in all of his active defenses, until he does something to repair the former act or until the vow becomes irrelevant (e.g., if the maiden he has sworn to defend dies).

A magic vow must be spoken by the target, and both the mage and the target must understand it. If the mage is the spell's target, at least one other withness must be able to understand what is being vowed.

The mage can cause good or bad luck in small quantities. This luck affects the target solely through roleplay, and only in small details, although these may be the details that make the difference. No event changed by this spell will significantly alter the life of the target (at least not immediately), but can make or ruin his day. With this effect, the target could go from home to work and find a quiet traffic even during rush hour, or it could find all the stop signs closed in his path, or could choose to take the road where an accident just happened.

The target of the spell must indeed look for something to activate his luck. If he stands still, does nothing, the effect will be wasted. For instance: if he wants to find a nice girl to share a beer at the bar, he has to actually look for it while under this spell's effect: no girl will want to sit next to him just because he is under this spell and "wants" that happen, without actually trying it.

Thus, the target of this spell can not "make" something happen beyond his control. If he needs a person to call him, it will not happen just because this spell is in effect.

This spell does not change dice rolls.

The target of the spell must be in visual range of the mage, and less than 20 meters, whatever is worse, and may resist it if he wants to, at his discretion.

Like "wicked luck," but reversed. The mage twists the odds in a negative way towards a target.

For the duration of the spell, whenever the mage wants to, he can force one of the target's dice in one of his rolls to be re-rolled. He can foce a re-roll on any dice which resulted in a "1" or "2". If the roll results in a new "1" or "2", the second result still stands.

The mage can not force a number of dice re-rolls greater than his Thaumaturgy skill level minus 12, divided by 3, per game session.

This spell gives an object to the target. The familiarity modifiers of this spell is the familiarity with the object, not the target. The target must be physically present at the casting of this spell.

The mage could, for instance, determine that a hidden treasure will be discovered by the target. For the duration of the spell, events will happen in order to make this determination really happen (which may not be enough. Possibly, an extension in duration is required).

The target need not do anything for this destiny to be fulfilled, but he can speed things up considerably if he act upon it.

This spell can only be attempted once per object.

The GM may require additional penalties for objects that are exceptionally famous and sought after, and some objects may be so difficult to gift, as to be impossible. For example, despite the mage's power (in theory) he could not use this spell to recover the stolen Maltese Falcon, which everyone is looking for. Also, he could not "gain" the main castle of the most powerful kingdom in the world: the "metaphysical weight" of such an object is too large.

The mage can break a magic vow. To do so, he must touch the target, the target must consent to this magic, and the mage must overcome the original vow's margin of successes - even if he himself created the vow.

If successful, the vow will no longer affect the target.

This spell can only be attempted once every lunar cycle (month) per vow.

The wizard creates a destiny for a living being. For the duration of the spell, all of the rolls that support the target's new destiny will be favorably modified by +5 (+3 for active defenses), and all rolls which oppose the destiny will be modified by -5 (or -3). The target doesn't need to do anything for his destiny is fulfilled, but will be affected by these modifiers even if he doesn't not know it.

This spell allows the mage to generate a causal shield which favorably affects all probabilities around a target. While the shield is in effect, all attempts to affect the target will be altered so as to protect him (ie, all attempts to harm him will be affected by a penalty, and all atempts to help him will be subject to a bonus).

The mage rolls this spell, the margin of success is counted for as the penalty or bonus affecting the target. The spell lasts while the mage maintains concentration.

This spell creates a nemesis: an object, person or place that is the target's bane. For the duration of the spell, all the damage caused into the target by his nemesis is doubled. The nemesis has no effect on the target if it doesn't cause damage.

The target must be present as this magic is cast, but not the nemesis.

This spell creates a fate charm - an object, person or place that will protect the target against evil. For the duration of the spell, any damage that the target takes while in the presence or his fate charm will be divided by 2. Fate Charm has no effect on the target if he doesn't suffer damage.

The target must be present in the casting of this spell, but not the fate charm.

Like "Evil Eye", but much worse. For the duration of the spell, the target must re-roll all of his dice which result in a "1" or "2" in his rolls. He only has to re-roll these once, and he must keep the later result.

The mage creates a cataclysmic plague of biblical proportions, or a miraculous blessing. This spell takes probabilities to its upper limit of credibility, covering events that, though unimaginably unlikely, may still be accepted as "possible".

Examples: Swarms of locusts attack a major city, every firstborn die in a given town, a river runs red with blood, etc.

This spell can not create cataclysmic weather (typhoons, earthquakes, floods, etc.), this is the field of "elementalism", but can cause any kind of highly unlikely event.

A cataclysmic plague can not be focused on one person or object, it must be generic. "You will die" is not a valid plague (for that, use "Create Fate"), but "every men of 25 will die" is valid.

Theurgy is the study or the ability to cause or cure disease, often miraculously, simply through the operation of one's will. It also covers changing the body of a biological target, in order to expand his physical abilities.

A theurgist mage need not know anything about (true) physiology or medicine to perform an act of Theurgy. In fact, in some cases, the more he knows about medicine, the less he can accomplish by magic, because sometimes "anatomical studies show that it is impossible for such a thing happen", and since magic is an answer of the mage's will, if his will is flawed, so the healing will fail. Just so, if the mage believes in SOMETHING (for example: that a fresh water lake has untapped healing powers against certain disease) then the Theurgy will work.

For this reason, a Theurgist mage doesn't openly discuss his beliefs about medicine with others, he doesn't reveal what is the secret of his magic that has the power of healing. Should he do so, he may lose his power when others prove to him that what he believes is unfounded.

This effect allows the mage to sense what is physically wrong with the target. If he has medical expertise, he can technically explain the problem, otherwise, he will explain it according to his belief. The spell also allows the mage to forecast how a disease will progress even if there is not enough information available to deduce this, for instance: "You got an illness that will cause you to feel high fever within 3 weeks, and two months after you will die".

On a successful roll, the mage picks up one of the target's illnesses, always starting with the most severe. Successes can be "spent" by the mage for more information about a particular problem. For example, the mage feels that the target has prostate cancer. He decides to use one of your successes to find out what caused the cancer and another to know how long the target will still live with this disease.

With this effect the mage "equalizes" the target's body in order to stabilize his injuries, preventing him from dying. The target is still injured (he does not recover lost hit points), but his wounds will close and will not infect or bleed anymore. The target immediately stops losing hit points due to open or untreated wounds.

This spell can heal a target's hit points when his hit points have gone below -ST (i.e., when he is about to die). The number of recovered hit points equals the margin of success in this spell. If the target heals HP below -ST, this spell heals him no more.

This effect can also be used to prevent heart attacks, strokes and other metabolic accidents. If performed daily on a same target, this effect keeps his body free of cholesterol, running clean and smoothly, effectively increasing his life expectancy (aging rolls begin at 70).

This effect allows the mage to cause or cure diseases. The penalty for this effect varies with the power and intensity of the affected disease. Any disease or illness may be affected, even those that are purely psychosomatic, or spiritual:

Penalty:

Healing / Illness:

-2

Mild and easily treatable diseases by the body itself (colds and such)

-4

Diseases that cause some serious damage to the body (meningitis, smallpox, etc.)

-6

Very serious diseases that lead to death (AIDS, syphilis, leprosy)

-8

Highly contagious diseases that cause imminent death (Ebola and such)

extra -4

If the disease is terminally ill or very advanced

In principle, nobody cures anyone with magic. The only person that can cure a patient through magic is himself: the mage just helps him believe he can. Therefore, upon receiving such an effect, the target must roll his willpower with a penalty that equals the disease strength and a bonus that equals the mage's margin of successes. If he wins, he will be permanently cured. Failing this roll, the cure will last for the mage's margin of success in days, and afterwards the disease will manifest again.

Likewise, if a mage is causing a disease on a target, he is entitled to the same roll. On a victory, the illness lasts a few days and then disappears naturally.

Healing is instantaneous. All symptoms disappear immediately.

This effect can also be used to remove or insert any kind of poisoning or intoxication on target, with the same penalties.

This ability allows the mage to control the involuntary functions of one's body, such as heartbeat, blood flow and digestion. With this spell, the target can go into a trance that is very close to death with 30 - NH turns of concentration. A doctor needs to overcome a contest of Physiology at -2 against the mage's skill level on "Body Control" to ascertain that the target is still alive.

The mage can induce his system out of the trance in a specific timeframe, or if a certain condition is met (such as something talking to his ear, or being attacked). In this state, he needs 100 times less food, drink and air.

If a target is unwilling to receive this spell, it automatically fails.

The regeneration occurs through a process by which the mage flows into a target part of his own energy and solidifies it, thus regenerating the injury.

If the mage regenerates X hit points of a target, the affected person will not feel the healed area by X days. It will be "numb" for him, and he will only recover mobility and sensation in the affected part after this period. As time passes, the energy which was consolidated into the target's body is reassimilated and becomes his own again.

If the mage heals more than 6 hit points in a single roll, he will transfer some of his mental disadvantages into the target: the more points of disadvantages, the higher the cure. Each point of HP over 6 transfers 5 points of mental disadvantages to the target, first imprinting upon the target the mage's personality, and after all of the mage's mental disadvantages has been transferred, the targets own mental disadvantages are suppressed. This effect vanishes as the target assimilates the healed hit points.

The mage has one single healing attempt per wound. If he fails his healing roll, he cannot try to heal that wound again.

This spell allows the mage such a degree of control over his body (or a target's) that he is able to resist any physical pain. With this spell, the target can simply resist any physical torture. He feels the pain, but dominates it completely. He also becomes immune to penalties related to pain, being able to fight incessantly until falling unconscious (for failing a HT roll, or having his HP reduced to a negative value).

This spell allows the caster control over his body in order to overcome any harmful toxin that he has ingested or eaten. This applies to all poisons and diseases, even those injected or sexually transmitted.

The mage can add to any HT roll his Theurgy skill level - 15 in order to resist a toxin or disease. This spell even allows the resistance of diseases and toxins that are incurable or highly lethal such as cyanide and Ebola, and although the HT penalty for these cases is exceptionally high, the character is at least entitled to a roll.

The mage may age more slowly. This spell increases his lifespan by decreasing the rate of aging by 10% for each point of skill Level above 25. On skill level 34, at 90% the mage reaches the maximum possible aging reduction.

This is the magic that allows a mage to turn one thing into another. Whether it be himself onto someone else, others in animals, or even metal into gold. It is the definitive rule over matter, and a mage with this knowledge would no longer need to worry about material possessions.

This effect allows the mage to destroy objects or rebuild broken items. The margin of success indicate how many hit points he recovers or removes of an object. An object never goes below its original quality, but his hit points can be regenerated up to twice the original maximum.

When the object passes over its maximum hit points, successive casts of this spell are substitutive. Before this threshold, they are cumulative.

To rebuild a broken object, it must be at least 80% intact. A broken sword can be rebuilt with 80% of its shards, but a crystal that has been pulverized can never be rebuilt.

With this spell, a mage distorts the shape of a physical item: forks warp, coins bend, etc. The mage can distort a mass equal to 100 times his margin of successes in grams. The objects do not lose HP or quality, but may well become worthless.

The warping occurs very slowly. The mage may have to maintain concentration for quite some time to twist an elaborate object.

An astral agent is an astral entity concentrated around a physical object.

This spell allows the mage to transfer a small part of his astral body into an item or being. While he maintains this focus he is able to see, hear, smell, feel and sense everything that happens around the target as if he were there. Distance is irrelevant after the spell is cast. He may also act on whoever is in contact with the target as if he were touching it (and vice versa, if the person knows that is being targeted by this spell).

The target of this spell can resist it with his willpower if it is a living being. If the mage overcomes the contest by more than 5 points, the target will not realize that something has happened except on a successful Transmutation or Divination roll.

This spell allows a mage to project his consciousness into an irrational animal that is within his line of sight. The animal resists to this effect with his HT. If the mage is successful, he can command the animal's body as if it were his own. His own body will be unconscious for the duration.

With this spell, the mage can project his consciousness out of his body in another form. The mage must choose an animal which best represents his personality, and this will be the animal whose form he will assume when casting this spell.

The effect is that the mage leaves his body, just as in the necromantic "Astral Travel" effect, but his astral body takes the form of an animal, and it is projected with such density that it is visible and tangible to others. During this effect, the original body of the mage is unconscious. When the effect ends, he returns to his body and the animal body he used vanishes.

The mage can stop this effect whenever he wants.

The mage can project his consciousness in other forms as well:

Penalty:

Projection Form:

0

The animal that best represents the mage's "essence"

-2

Any animal that exists.

-4

His own physical appearance.

-6

Any humanoid shape that the wizard can clearly visualize.

-8

Any form with which the mage is familiar.

The projection occurs through the mage's spiritual body. The projected body doesn't "come out" of the mage, but if forms a few steps away from him. When the effect ends, the body fades wherever it is, disappearing into thin air.

Through an effect known as "repercussion" any damage that the projected body suffers is reflected back into the mage's physical body. This projected damage is widespread, even if the animal was hit at a specific body part. If the mage's physical body dies, he suffers death normally and the projection effectively ceases.

With this spell a mage can project part of his astral body into the physical body of another being, and effectively take control of this part as if it were his own.

The use of this ability is subject to additional modifiers depending on which body part the mage wants to project into the target:

Modifier:

Part Projected:

0

A hand, a foot

-2

An arm, a leg

-1

Two hands or feet

-4

Both arms or legs

-4

An eye

-6

Both eyes

-5

Nose

-3

An ear

-5

Both ears

-6

Mouth

-9

All body

The target resist this power with his willpower.

If the mage manages to project the desired body part, his own body part will be inert and numb for the duration. The target will also fail to feel the part that the mage has projected into him. However, the mage will not fail to feel its own body projected part. Instead, he feels it in the target's body, and can move it about as if it were his own.

If the mage projects a sense organ, the target will lose sensation in that organ.

Only external bodies parts can be projected.

If the mage projects his entire astral body into the target, the target will not become unconscious during the spell. Upon regaining control of his body, he will remember everything that was done to him.

To turn something into another little known or very complex substance (such as: Methylenetetrahydrofolate Reductase) the mage must suceed in a roll of Chemistry or an appropriate scientific skill at the GM's choice, with a specific penalty. To transform an object into a known substance, such as gold, sugar, etc, no additional rolls are needed.

If the mage wants to use this effect to cause harm (creating a poisonous cloud), all affected targets will be able to resist the effect with a roll of will, which, if successful, neutralizes it completely for that person.

The transmuted mass is equal to 333 grams (1/3 kilogram) per success.

The penalties are cumulative. To transform 3 pounds of water into wine, the mage rolls against -2 (for liquids), -8 (to affect the nature of the object), -9 (3 pounds), -10 (spell base penalty), for a total of -29.

Each magical tradition, or school of magic, sees knowledge in a different way. Some teach through nature, others, through mathematics, etc. These differences can give the mage, and generally do, specific magical advantages and disadvantages, listed below as a whole.

These advantages and disadvantages are not open to players: one can only obtain them through participation in a magical tradition that brings a package of advantages and disadvantages.

The mage always learned magic through an analogy with a mundane basis of knowledge. He understands magic just as related to this one field of knowledge, and therefore can not evolve his mystical knowledge beyond his worldly skill.

This disadvantage is related to a specific mundane skill (mathematics, poetry, singing, etc). With it, the skill level in any of the mage's magic can never exceed the level of this mundane skill.

This disadvantage can be purchased more than once for various skills. In this case, the level of the mage's spells can never exceed the lowest skill level that the mage has with the listed skills.

Magic Disability (by type) -4 points per level

Some schools focus more on one magic field than another. For each level of this disadvantage, a magical skill in particular has a penalty one point per level in their skill.

Magic Ritual -5 / -10 / -15 points

This mage has learned his philosophy based on a single magic ritual, which to him is like a master ritual. Whenever he is to perform a magic effect, he must first perform this ritual, and this increases his time to cast all spells by the time required to perform the ritual.

If the mage does not perform the ritual, all his spells will be subject to an additional penalty of -8.

This disadvantage costs -5 for rituals that last for 5 minutes, -10 for rituals that last for 30 minutes, and -15 for rituals that last for 3 hours.

Blood Magic -15 points

The mage has learned to understand the magic as something intimately connected to physical life, and believe in it as tied to his vital energy. To perform magical effects, he must use his own power, thus weakening a little at every magic he performs.

With this disadvantage, to perform a spell, the wizard must spend a number of fatigue points equal to half the penalty in his skill level, rounded up. If he does not have enough fatigue, he can spend his hit points at a rate of 1 point of HP per 2 fatigue (thus, 1 HP per -4 in SL).

Without this expenditure, magic does not occur.

Sexual Magic -5 points

These mages have learned to extract sexual energy to enhance their spells. To achieve their purposes, they must observe the strictest chastity, containing their internal sexual drive.

If they come to have sex, this gives them a penalty of -7 in all spells for 7 days from that moment on. The penalty fades at a rate of 1 point per day. This is the time that their bodies need to completely replenish the spent sexual energy. Needless to say, if he maintains other sexual relations in this period, the penalty immediately drops back to -7.

Mudras -5 points

The mage has learned to cast spells and control the unseen forces through a series of body gestures (like so many martial arts). To perform any magic effect, het must be able to move his hands and feet, and, if unable to do so, will be subject to a penalty of -4 (if he can only move his hands), or -8 (if he cannot move at all).

Mandatory paraphernalia -5 / -10 / -20 points

The mage needs some items to focus his will and perform magic: Wands, ritual weapons, staffs, etc. Without these items, he can not perform magic properly, being subjected to an additional penalty of -8.

This disadvantage costs -5 points for items that are small and easy to hide such as magic wands, rings, etc. -10 For items that are difficult to be hidden, such as long staffs, swords, etc.. And -20 for a complex set of different items for each magical effect.